Getting started..

Week three in an eight week production is coming to and end. These weeks have been productive yet scary in a way, since it is very hard to tell if you are on the right track both with the game as a whole and with your time schedule.

My role in this new Amenti Game is primarily two things. I am the lead designer, which means planning the mechanics of the game, the feeling of the ”fun” of the game is on me. Not a small task at all. The second task I have is to be the main, and so far only, concept artist, drawing up the turnarounds and sketches the team needs to make level design, art, assets and so on.

My first and biggest challenge during these three weeks have been creating these puzzles. If solving a puzzle is a mind twister, how much of a mind twister is it to create one? We first started with what mechanics we wanted to have in the game. We knew we wanted all the mechanics to be focused on the hands, the cursed one in particular. So we came up with a few things the cursed hand can and cannot do.

The cursed hand can:

Siphon fire from a torch or similar so the player can take it with her.

Siphon life force from rats and other live beings to turn statues partially to life, aiding the player in various ways.

With these base mechanics (that changes slightly during the game, but basically does the same things with slight modifications) we set out to create puzzles. By using paper prototypes we set up the different rooms and puzzles. Early on it was decided that lighting all the torches in a room was the solution to every puzzle, so the player always knew his objective. The question was how she could reach all the torches and light everything.  By giving life to a statue she can raise and lower platforms and fire pits from where the player can draw fire.

A third mechanic was implemented, a vision conundrum. If the player stands on a platform with an eye on it and look at the right thing she can change things in her environment, aiding her.

All these things might sound hard to grasp when explaining them, but the first thing we did when we actually started setting up our levels was creating tutorials and small puzzles, easing the player in to the thinking required to solve our puzzles.

 

The two main mechanics (transporting fire and siphon and giving life) are connected to two gods individually.  Horus is the god of the sun and of fire, to complete his puzzles you need to spread the light, represented by the fire. Here is my concept art (turnaround) for him:

Horus_statue_turnaround.png

The other god is Anubis, god of death and afterlife. He will be the main theme of our game and it is in reality his temple the player is in. To complete his puzzles you must still spread the fire like the player has been tought in the Horus rooms, but now you need to give and take life to achieve your goals. The statues scattered throughout his rooms can rise higher when given life force, thus raising fire pits or platforms so the player can advance. Using your cursed hand is a risk however and you can only use it a set amount of times before passing out. You must find the most optimal way to finish the puzzles. Here is concept art (turnaround) of Anubis:Amenti_statue_turnaround.png

 

The main hub of the game will be a giant hall where two statues of these gods will be and is the pathway to the two puzzles. When the player has completed everything in the puzzles it is  also here he can venture further down the pyramid through a pathway down between the statues. Here is an early sketch on how that room is planned:

Statue Room.png

The puzzles are planned and sketched out but we also know that a playtest might change everything about it so I will not go into detail just yet about that. Untill next time!

New course! Amenti Game!

A year has passed since the creation of Trust and more than a year and a half since I was part of the development of Potato Pirates. Since then I have learned tons! I have started using 3D assets, modeling, texturing and animating them. It will come as no surprise then that the new game that I am part of making is a 3D game with a lot more ambition.

I am the lead designer and only concept artist on the new project of a game called Amenti. This new game is a first person puzzle game set in a fantasy world with heavy influences from ancient egypt. My original idea was ”how cool wouldn’t it be if the worlds pyramids, in egypt, the Aztecs, the Mayans and the Incans etc, what if all those pyramids where connected?” From there we played with different ideas. What if the pyramids are all connected by a deathrealm, and all the different cultures worshipped the same gods, only in a different way.

We decided to make a slice of life as it’s called, a demo version of an entire game. This demo version is set in an Egyptian pyramid. The player will have one hand cursed and dead, and thus in tune with the death realm. With this dead hand she can solve puzzles and venture further down…

 

Here are some early concept art I’ve made for the different rooms and statues.

 

tutorial roomCorridorStatue RoomConcept and ideas Anubis

It’s been a while..

Hello again everyone!

During the development of Trust I took some time off writing this blog and focused more on the actual game development.

It will take me too long to describe the entire workflow of Trust and it was also a year since it was created so my memory is a bit hazy. Trust was a huge success however for us with second place on five different prize categories on GGC. If you want to know more about Trust go to our facebook page; https://www.facebook.com/TrustTheGame/?fref=ts

Hugs!